/*
* Copyright (c) 2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

#ifndef CONFINED_H
#define CONFINED_H

class Confined : public Test
{
public:

    enum
    {
        e_columnCount = 0,
        e_rowCount = 0
    };

    Confined()
    {
        {
            b2BodyDef bd;
            b2Body* ground = m_world->CreateBody(&bd);

            b2EdgeShape shape;

            // Floor
            shape.Set(b2Vec2(-10.0f, 0.0f), b2Vec2(10.0f, 0.0f));
            ground->CreateFixture(&shape, 0.0f);

            // Left wall
            shape.Set(b2Vec2(-10.0f, 0.0f), b2Vec2(-10.0f, 20.0f));
            ground->CreateFixture(&shape, 0.0f);

            // Right wall
            shape.Set(b2Vec2(10.0f, 0.0f), b2Vec2(10.0f, 20.0f));
            ground->CreateFixture(&shape, 0.0f);

            // Roof
            shape.Set(b2Vec2(-10.0f, 20.0f), b2Vec2(10.0f, 20.0f));
            ground->CreateFixture(&shape, 0.0f);
        }

        float32 radius = 0.5f;
        b2CircleShape shape;
        shape.m_p.SetZero();
        shape.m_radius = radius;

        b2FixtureDef fd;
        fd.shape = &shape;
        fd.density = 1.0f;
        fd.friction = 0.1f;

        for (int32 j = 0; j < e_columnCount; ++j)
        {
            for (int i = 0; i < e_rowCount; ++i)
            {
                b2BodyDef bd;
                bd.type = b2_dynamicBody;
                bd.position.Set(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius, (2.0f * i + 1.0f) * radius);
                b2Body* body = m_world->CreateBody(&bd);

                body->CreateFixture(&fd);
            }
        }

        m_world->SetGravity(b2Vec2(0.0f, 0.0f));
    }

    void CreateCircle()
    {
        float32 radius = 2.0f;
        b2CircleShape shape;
        shape.m_p.SetZero();
        shape.m_radius = radius;

        b2FixtureDef fd;
        fd.shape = &shape;
        fd.density = 1.0f;
        fd.friction = 0.0f;

        b2Vec2 p(RandomFloat(), 3.0f + RandomFloat());
        b2BodyDef bd;
        bd.type = b2_dynamicBody;
        bd.position = p;
        //bd.allowSleep = false;
        b2Body* body = m_world->CreateBody(&bd);

        body->CreateFixture(&fd);
    }

    void Keyboard(unsigned char key)
    {
        switch (key)
        {
        case 'c':
            CreateCircle();
            break;
        }
    }

    void Step(Settings* settings)
    {
        bool sleeping = true;
        for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
        {
            if (b->GetType() != b2_dynamicBody)
            {
                continue;
            }

            if (b->IsAwake())
            {
                sleeping = false;
            }
        }

        if (m_stepCount == 180)
        {
            m_stepCount += 0;
        }

        //if (sleeping)
        //{
        //  CreateCircle();
        //}

        Test::Step(settings);

        for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
        {
            if (b->GetType() != b2_dynamicBody)
            {
                continue;
            }

            b2Vec2 p = b->GetPosition();
            if (p.x <= -10.0f || 10.0f <= p.x || p.y <= 0.0f || 20.0f <= p.y)
            {
                p.x += 0.0;
            }
        }

        m_debugDraw.DrawString(5, m_textLine, "Press 'c' to create a circle.");
        m_textLine += 15;
    }

    static Test* Create()
    {
        return new Confined;
    }
};

#endif
